Veladarius Posted July 29, 2014 Author Posted July 29, 2014 Now it worked. Still got a bug though, or at least I think it's a bug. My PC was outside chained to the post and I waited around three days with the wait menu. Then, after nobody came I reset the quest to open the cage and then it bugged. I guess I did something wrong didn't I? It will advance in time automatically, you don't have to wait. If nothing happens after a few minutes (Herran doesn't show up or do anything) then there is an issue.
redlove108 Posted July 29, 2014 Posted July 29, 2014 I think those are boots from Bobs Boots and the corset is from the Kitty Corset mod, both are for CBBE. I have about 500 mods of just clothing and armor (some are patches and retextures) but I can only use about 10% of them as that is all I have space for in my load order. I really need to combine a bunch of them but never have time (I did that constantly in FO3). I have the same issue! I have ton of CBBE armor/clothing mods but I need to combine them some how. Wish I knew how cause my mod load is already at 250.
stroganof Posted July 29, 2014 Posted July 29, 2014 Hey all, thanks for this great mod. I have a problem though, tried "retrieve a delivery" and was curious about the punishment ... Works all fine until Harran wants me to get in the cage. He walks infront of it, but doesn't open the door and my charakter keeps walking around in circles or against the cage door. Im not really expierienced with logs or modding in general, so if you need me to check something please explain how. Help is greatly appreciated. In my experience this mod doesn't work unless you have fus roh d'oh installed, so maybe you can edit the "Fus Ro D'oh - Not required" line in the description. May help some new users, like me. btw i can't wait for the update cheers
dasdman2000 Posted July 30, 2014 Posted July 30, 2014 Hello, This is a fantastic mod. Many thanks for all the work done on it and the continued development. Alas I have a problem.... I am trying to use the plugin's to get the Master and assistants to change the clothes they wear. I have experimented with TERA, TS_FetishWardrobe, TS_Catsuit+BalletBoots, and DarkDiscipleStandalone. For each of these, my load order is usually CapturedDreams, the clothing mod, then at the very end of my load order are the CD - xxxxx plugin files. Master and the assistants will now have the additional items in their "What do you have to sell" selections, but they do not wear any of the items. I have even peeked at their personal inventory via the console to see if they were wearing additional pieces under their clothing. I did not use Wrye Bash, since the instructions say that I can just add the plugins as long as the load order is correct. (Hopefully I can avoid Wrye Bash). Since the added wardrobe is in the "sellers" lists, the Captured Dreams plugin files seem to be working. But what is the missing step to get the actors to wear the items? Thank you for any help or suggestions.
Veladarius Posted July 30, 2014 Author Posted July 30, 2014 Hello, This is a fantastic mod. Many thanks for all the work done on it and the continued development. Alas I have a problem.... I am trying to use the plugin's to get the Master and assistants to change the clothes they wear. I have experimented with TERA, TS_FetishWardrobe, TS_Catsuit+BalletBoots, and DarkDiscipleStandalone. For each of these, my load order is usually CapturedDreams, the clothing mod, then at the very end of my load order are the CD - xxxxx plugin files. Master and the assistants will now have the additional items in their "What do you have to sell" selections, but they do not wear any of the items. I have even peeked at their personal inventory via the console to see if they were wearing additional pieces under their clothing. I did not use Wrye Bash, since the instructions say that I can just add the plugins as long as the load order is correct. (Hopefully I can avoid Wrye Bash). Since the added wardrobe is in the "sellers" lists, the Captured Dreams plugin files seem to be working. But what is the missing step to get the actors to wear the items? Thank you for any help or suggestions. The items are added to one of several leveled lists that are randomly chosen by the Outfit list, you can get them to select a new one by either resetting their inventory (resetinventory) or by resurrecting them.
dasdman2000 Posted July 30, 2014 Posted July 30, 2014 Hello, This is a fantastic mod. Many thanks for all the work done on it and the continued development. Alas I have a problem.... I am trying to use the plugin's to get the Master and assistants to change the clothes they wear. I have experimented with TERA, TS_FetishWardrobe, TS_Catsuit+BalletBoots, and DarkDiscipleStandalone. For each of these, my load order is usually CapturedDreams, the clothing mod, then at the very end of my load order are the CD - xxxxx plugin files. Master and the assistants will now have the additional items in their "What do you have to sell" selections, but they do not wear any of the items. I have even peeked at their personal inventory via the console to see if they were wearing additional pieces under their clothing. I did not use Wrye Bash, since the instructions say that I can just add the plugins as long as the load order is correct. (Hopefully I can avoid Wrye Bash). Since the added wardrobe is in the "sellers" lists, the Captured Dreams plugin files seem to be working. But what is the missing step to get the actors to wear the items? Thank you for any help or suggestions. The items are added to one of several leveled lists that are randomly chosen by the Outfit list, you can get them to select a new one by either resetting their inventory (resetinventory) or by resurrecting them. Super! that did it. I guess the RNG was favoring the default clothes when I was only walking in and out of the door.
Veladarius Posted July 30, 2014 Author Posted July 30, 2014 Hello, This is a fantastic mod. Many thanks for all the work done on it and the continued development. Alas I have a problem.... I am trying to use the plugin's to get the Master and assistants to change the clothes they wear. I have experimented with TERA, TS_FetishWardrobe, TS_Catsuit+BalletBoots, and DarkDiscipleStandalone. For each of these, my load order is usually CapturedDreams, the clothing mod, then at the very end of my load order are the CD - xxxxx plugin files. Master and the assistants will now have the additional items in their "What do you have to sell" selections, but they do not wear any of the items. I have even peeked at their personal inventory via the console to see if they were wearing additional pieces under their clothing. I did not use Wrye Bash, since the instructions say that I can just add the plugins as long as the load order is correct. (Hopefully I can avoid Wrye Bash). Since the added wardrobe is in the "sellers" lists, the Captured Dreams plugin files seem to be working. But what is the missing step to get the actors to wear the items? Thank you for any help or suggestions. The items are added to one of several leveled lists that are randomly chosen by the Outfit list, you can get them to select a new one by either resetting their inventory (resetinventory) or by resurrecting them. Super! that did it. I guess the RNG was favoring the default clothes when I was only walking in and out of the door. The outfits are only changed when the npc resets which can take a while. I am working on getting them to reset each day but it doesn't want to do it consistently for me yet.
EnragedRabisu Posted July 30, 2014 Posted July 30, 2014 I seem to have gotten into a weird situation. I delivered the package, got the receipt, and then was attacked by the Boss/Mage/(other guy) bandits as I left Markarth. They defeated me (They seem a bit op at lower levels... or I'm awful at fighting, either way, I lost pretty handily), and put me in a custom armbinder. I run to the Captured Dreams shop (I couldn't access my map, but luckily I still had the quest to return the delivery, so I followed that), and turn in the receipt (I still had it, despite the bandits attacking), and I ask Master to remove items. She says she'll do it, takes my money, and nothing happens to the armbinder.I've tried unequipall, and removing the armbinder (neither have worked), but I'm weary of using removeallitems as I assume it'll delete my quest items too (I've already managed to deposit everything else into a chest after using unequipall, which seems to make the game think the armbinder is unequipped for the purposes of opening my inventory). Is there anything else I can do to fix this?
aqqh Posted July 30, 2014 Posted July 30, 2014 Issue #3 in mod description And dont fear to use removeall. It wont delete anything - any quest items that is.
Veladarius Posted July 30, 2014 Author Posted July 30, 2014 I have been working on the lighting including redoing the lighting in the shop and how to keep things out of sight from rendering (even if you can't see it the GPU still does). I think I have it figured out the balances pretty well, here are some shots from the Manor House with my enb disabled: Screenshot from the CK: In game: I need to make some adjustments to the ambient lighting in the shop but I want to get it pretty close to this as well. Edit: Few more shots of some of the furnished bedrooms: 2nd floor bedrooms (3) Master's suite There are some places where there are wall pieces missing. To make things easier to build I separated the 3 floors and the 1st floor has the stairway with it which will fit into those spaces once I slide the floors into position.
EnragedRabisu Posted July 30, 2014 Posted July 30, 2014 Issue #3 in mod description And dont fear to use removeall. It wont delete anything - any quest items that is. That was the most annoying thing about it... removing the unnamed items didn't seem to help, and when I tried removing the armbinder, they both came back (the armbinder and the unnamed item that was 1 digit off from the item id). I had arm and leg cuffs on as well, so there were a few unnamed items equipped. I had a fairly recent save (a few minutes before leaving Markarth), so I just loaded that and it was fine, but I was more interested in a solution for the future. If removeallitems doesn't kill quest items, I'll be sure to use it next time.
aqqh Posted July 30, 2014 Posted July 30, 2014 Devious devices usually got 2 items equipped on you not one. For those bugged ones you often need to remove both like that. Normally its one from the DD assets and the other from DD integration. But this armbinder is custom made for CD shop. You should have two entries in showinventory: like those two at the bottom - xx0123e(0/1) you need to remove them both
EnragedRabisu Posted July 31, 2014 Posted July 31, 2014 I tried removing them both (and never seemed to get them to stay gone), so I'm wondering if the issue is some quest and/or script from the mod automatically reequipping it; Some strange issue that arises when you've already delivered the package, but still get attacked by the bandits (and lose). Since I couldn't even get the Master to remove it.If I remember correctly, I removed the unnamed item, checked my inventory and it was gone, then removed the armbinder, checked my inventory again and they were both back. So player.showinventory, player.removeitem [unnamedID] 1, player.showinventory, player.removeitem [armbinderID] 1, and one final player.showinventory told me they had come back. Trying to remove the armbinder first just caused it to return immediately.
CliftonJD Posted July 31, 2014 Posted July 31, 2014 Hello, This is a fantastic mod. Many thanks for all the work done on it and the continued development. Alas I have a problem.... I am trying to use the plugin's to get the Master and assistants to change the clothes they wear. I have experimented with TERA, TS_FetishWardrobe, TS_Catsuit+BalletBoots, and DarkDiscipleStandalone. For each of these, my load order is usually CapturedDreams, the clothing mod, then at the very end of my load order are the CD - xxxxx plugin files. Master and the assistants will now have the additional items in their "What do you have to sell" selections, but they do not wear any of the items. I have even peeked at their personal inventory via the console to see if they were wearing additional pieces under their clothing. I did not use Wrye Bash, since the instructions say that I can just add the plugins as long as the load order is correct. (Hopefully I can avoid Wrye Bash). Since the added wardrobe is in the "sellers" lists, the Captured Dreams plugin files seem to be working. But what is the missing step to get the actors to wear the items? Thank you for any help or suggestions. The items are added to one of several leveled lists that are randomly chosen by the Outfit list, you can get them to select a new one by either resetting their inventory (resetinventory) or by resurrecting them. Super! that did it. I guess the RNG was favoring the default clothes when I was only walking in and out of the door. The outfits are only changed when the npc resets which can take a while. I am working on getting them to reset each day but it doesn't want to do it consistently for me yet. not sure if its the same for you, but I've noticed npc resets are pretty rare, some stated 40 skyrim days, some1 else stated 1 day, I've never kept the game running long enough for 40 and 1 never did it....save, quit, reload seems to work tho (I've nboticed this with npc currency and radiant prostitution)
aqqh Posted July 31, 2014 Posted July 31, 2014 I tried removing them both (and never seemed to get them to stay gone), so I'm wondering if the issue is some quest and/or script from the mod automatically reequipping it; Some strange issue that arises when you've already delivered the package, but still get attacked by the bandits (and lose). Since I couldn't even get the Master to remove it. If I remember correctly, I removed the unnamed item, checked my inventory and it was gone, then removed the armbinder, checked my inventory again and they were both back. So player.showinventory, player.removeitem [unnamedID] 1, player.showinventory, player.removeitem [armbinderID] 1, and one final player.showinventory told me they had come back. Trying to remove the armbinder first just caused it to return immediately. i was removing xx0123e1 (that named one) first - you get info of Captured dreams armbinder removed then xx0123e0 second - you get only "removed" that worked just fine. In opposite order then yes, it's likely that they would get reapplied. Always remove named one first as this is the one that has all the scripting attached to it. Unnamed one is just a model. At least this is how I - scripting clueless - see it
marcus9045 Posted July 31, 2014 Posted July 31, 2014 I can't seem to get Kara to talk to my character when I have items on. I found all three of the notes and if I speak to her with no items equipped she sends me to the Master. If any items are equipped she just gives me the same whisper line that the rest of the slaves give. Am I missing something somewhere?
Guest smellbo Posted July 31, 2014 Posted July 31, 2014 I have been working on the lighting including redoing the lighting in the shop and how to keep things out of sight from rendering (even if you can't see it the GPU still does). I think I have it figured out the balances pretty well, here are some shots from the Manor House with my enb disabled: Screenshot from the CK: Lighting.jpg In game: 2014-07-30_00001.jpg2014-07-30_00002.jpg I need to make some adjustments to the ambient lighting in the shop but I want to get it pretty close to this as well. Edit: Few more shots of some of the furnished bedrooms: 2nd floor bedrooms (3) 2014-07-30_00003.jpg2014-07-30_00004.jpg2014-07-30_00005.jpg Master's suite 2014-07-30_00006.jpg2014-07-30_00007.jpg There are some places where there are wall pieces missing. To make things easier to build I separated the 3 floors and the 1st floor has the stairway with it which will fit into those spaces once I slide the floors into position. I am so happy that such a large update is coming to my favourite mod! Keep up the fantastic work, I cannot wait
Veladarius Posted July 31, 2014 Author Posted July 31, 2014 I can't seem to get Kara to talk to my character when I have items on. I found all three of the notes and if I speak to her with no items equipped she sends me to the Master. If any items are equipped she just gives me the same whisper line that the rest of the slaves give. Am I missing something somewhere? Once you get all the notes she should give you the dialogue: "(whispered) Stop talking to me, I have nothing to say." then you would have dialogue in return. Check the stage the quest is at using this: sqv CDxRemoveDevices the stage should be at 10 but she will also talk to you if it is at stages 14, 15 and 20. You can set the stage manually to 10 with the setstage command.
Jormungandr Posted July 31, 2014 Posted July 31, 2014 I can't seem to get Kara to talk to my character when I have items on. I found all three of the notes and if I speak to her with no items equipped she sends me to the Master. If any items are equipped she just gives me the same whisper line that the rest of the slaves give. Am I missing something somewhere? Once you get all the notes she should give you the dialogue: "(whispered) Stop talking to me, I have nothing to say." then you would have dialogue in return. Check the stage the quest is at using this: sqv CDxRemoveDevices the stage should be at 10 but she will also talk to you if it is at stages 14, 15 and 20. You can set the stage manually to 10 with the setstage command. Talking of notes, I had one of the slaves go mad at me for taking the note at the fireplace. I forgot the name of her, it was the one who's always standing near the table in the room. Was quite funny to see her sliding towards me shouting combat lines lol. Not really a severe insane problem obviously, but i thought i'll point it out.
Veladarius Posted July 31, 2014 Author Posted July 31, 2014 I can't seem to get Kara to talk to my character when I have items on. I found all three of the notes and if I speak to her with no items equipped she sends me to the Master. If any items are equipped she just gives me the same whisper line that the rest of the slaves give. Am I missing something somewhere? Once you get all the notes she should give you the dialogue: "(whispered) Stop talking to me, I have nothing to say." then you would have dialogue in return. Check the stage the quest is at using this: sqv CDxRemoveDevices the stage should be at 10 but she will also talk to you if it is at stages 14, 15 and 20. You can set the stage manually to 10 with the setstage command. Talking of notes, I had one of the slaves go mad at me for taking the note at the fireplace. I forgot the name of her, it was the one who's always standing near the table in the room. Was quite funny to see her sliding towards me shouting combat lines lol. Not really a severe insane problem obviously, but i thought i'll point it out. She shouldn't have, the note isn't set as anyone's property so it should be free to pick up.
Jormungandr Posted July 31, 2014 Posted July 31, 2014 I can't seem to get Kara to talk to my character when I have items on. I found all three of the notes and if I speak to her with no items equipped she sends me to the Master. If any items are equipped she just gives me the same whisper line that the rest of the slaves give. Am I missing something somewhere? Once you get all the notes she should give you the dialogue: "(whispered) Stop talking to me, I have nothing to say." then you would have dialogue in return. Check the stage the quest is at using this: sqv CDxRemoveDevices the stage should be at 10 but she will also talk to you if it is at stages 14, 15 and 20. You can set the stage manually to 10 with the setstage command. Talking of notes, I had one of the slaves go mad at me for taking the note at the fireplace. I forgot the name of her, it was the one who's always standing near the table in the room. Was quite funny to see her sliding towards me shouting combat lines lol. Not really a severe insane problem obviously, but i thought i'll point it out. She shouldn't have, the note isn't set as anyone's property so it should be free to pick up. That could be the actual reason for it though. It isn't set to "player" in ownership? Edit: No need to bother you with this, i'll jump into the CK and check it myself. Edit2: Hm all the notes have no ownership, yet only the girl near the table went nuts. Guess some other mod was poking into the factions or something.
sarahlost36 Posted July 31, 2014 Posted July 31, 2014 Oh wow, the new spaces feel so gothy sexy cool... can't wait! Awesome work as always... trying to get to 100 deliveries... I just love killing those jerks trying to stop a dedicated slave girl from doing her Master's will.
Veladarius Posted July 31, 2014 Author Posted July 31, 2014 The interior spaces use the same interiors as the buildings in Solitude and the Thalmor Embassy for the most part. The Master's suite uses a number of elements from the temple in Solitude and was a killer to assemble, I think I did the ceiling 3 times trying to find all the parts that went together. Update: The Manor House interior is pretty much complete other than sliding the floors together. The Smithy and Barracks interiors are also finished and are complete with all the details. Much of the mine interior was done by Naaitsab so that shouldn't take long to finish off. The Manor Dungeon still needs the details added to it and I am still playing with the lighting (it is too damn bright in there) but it shouldn't take much. That leaves the VIP house left to do the lighting and details with which shouldn't take nearly as long as the Manor House did. One of the things I have started using is the Room designation so I can exclude areas not seen from being looked at by the GPU to see if it is displayed. Once I enabled my ENB again I was running 70 - 110 fps where normally in interiors I hit 50 - 60 fps but I don't have much lighting that casts shadows. Here is an image from the CK with the room markers enabled (blue boxes):
Guest Posted July 31, 2014 Posted July 31, 2014 FYI, I have also had the issue where Kara and only Kara goes into combat mode and runs away if she sees me pick up the note near the fireplace.
CliftonJD Posted July 31, 2014 Posted July 31, 2014 (edited) I can't seem to get Kara to talk to my character when I have items on. I found all three of the notes and if I speak to her with no items equipped she sends me to the Master. If any items are equipped she just gives me the same whisper line that the rest of the slaves give. Am I missing something somewhere? Once you get all the notes she should give you the dialogue: "(whispered) Stop talking to me, I have nothing to say." then you would have dialogue in return. Check the stage the quest is at using this: sqv CDxRemoveDevices the stage should be at 10 but she will also talk to you if it is at stages 14, 15 and 20. You can set the stage manually to 10 with the setstage command. Talking of notes, I had one of the slaves go mad at me for taking the note at the fireplace. I forgot the name of her, it was the one who's always standing near the table in the room. Was quite funny to see her sliding towards me shouting combat lines lol. Not really a severe insane problem obviously, but i thought i'll point it out. She shouldn't have, the note isn't set as anyone's property so it should be free to pick up. That could be the actual reason for it though. It isn't set to "player" in ownership? Edit: No need to bother you with this, i'll jump into the CK and check it myself. Edit2: Hm all the notes have no ownership, yet only the girl near the table went nuts. Guess some other mod was poking into the factions or something. FYI, I have also had the issue where Kara and only Kara goes into combat mode and runs away if she sees me pick up the note near the fireplace. I don't know if this is the case for you, I know sd+ modifies npc behavior towards items picked up- npc's will turn stalker'ish to talk about items picked up if its taken from a favored npc without stealing, if its counted as stealing then you get contract hits against you (hired thugs or assassins) what's your reputation with master - above average can take items with a favored response that normally doesn't affect CD staff, less than average can create negative effects ...the item isn't listed as owned, but its sitting on private property and that affects npc response in those mods Edit:actually had hired thugs chase me down for something I took - found on their corpses after I finished them was the contract - hired by "hostage" was 1 strange time I had, was a few other bound npc's that have done it before Edited July 31, 2014 by CliftonJD
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